That was cool! Great job with the enemy variety. I think the best area to improve is the relationship between energy and health, because like stated before it was easy to burn through it. However this didn't negatively affect me too much, I still enjoyed it. Another suggestion is to make diagonal movement possible. Anyways good work!

Really solid, worked pretty well. I think it would be easier to keep up the pace if grabbing/teleporting to the knife mid-throw was possible. But as it is, the game feels like each throw counts, which isn't a bad thing. It's just a suggestion, but nice work!

Pretty fun, and lots of potential with the concept. The intro and "cutscenes" were immersive for the Jam. The movement is the interesting part to me; it sounds odd on paper that left click controls jump and fire, but it worked great and I enjoyed the dashing + the longer jumps. The blue teleport surfaces are great fun too but they did seem to be slightly disorienting, requiring more attempts to succeed; perhaps having some way to have more time to see where to go can help. All together I enjoyed the platforming, I'd play more like this.

That was fun! The art style is really charming, plus I like the flexibility of the dash. I wasn't stumped at the level mentioned in the comments with walls around the exit. However, the last level was nightmarish-ly difficult to complete for me :o but I felt super accomplished after completing it. I think the problem was the limit at the top of the level made the final jumps harder to hit. Ah but everything overall was really well done, great job!

I enjoyed it! The box + player movement is pretty consistent, so good for nailing that. I like the organization of the levels and menu, feels really nice. I actually fell back down to the bottom in the main menu after the tutorial, but I was able to get back up with what I learned about boxes (cool stuff). Nice game for the time limit!

Looks great! I thought it was a pretty cool mechanic to have limited sight in this type of game. I didn't know where to go at one point, in a large room I defeated all the enemies I could find but there seemed to be no way of continuing. The swordplay felt a bit awkward too, I couldn't avoid being hit at least once. Either way it was a cool experience. Nice work with the outstanding polishing too!

Hard to understand at first but after a few minutes I realized what the lines on the enemies meant and it was pretty cool to play! Try making some kind of interactive tutorial to show this rule to players. Great visuals!

Using a controller, it was pretty fun! The feel is nice and it controlled very well. I think the best thing you can do is make it clear that you have to go hit those pickups to get a gun; I was confused why I couldn't shoot with the jump button at first (and add keyboard/mouse support so more people can play!). Reminds me of Super Crate Box a bit but I think this is unique in its own ways. Good work!

Awesome job, the game felt pretty great. I can only point out that it'd be easier to be able to know enemies are near the edge of the screen or something, but thankfully it was forgiving enough to let me tank through a couple bullets. Very fun overall :D

Thank you for your comment! Also you're completely right about the bugs, I realized my faults late last night and I'm going to be fixing as much as I can now. I'm ashamed at how frustrating the clouds actually are.

I believe it depends on the browser you're using, how much memory is allowed to that browser, and how well your computer can handle running the game. I use the game on Chrome pretty well and I just tested it on Firefox. If those browsers don't work you can always download the standalone version which does not have the limitations of a browser.